standing
Moderator: MOD_TitansOfSteel
standing
in another post i had mentioned about not getting a skill check for standing and then having to do it again, to which larkin replied a call move during standing will cause a crash...
well what exactly i get is after a fall, i will will hit stand and the wait on move, immediately after which a crashing sound is heard and the move menu again appears, to which i hit stand and wait on move and the next turn takes place...
i have noticed this many times, using different maps and in netgames....
well what exactly i get is after a fall, i will will hit stand and the wait on move, immediately after which a crashing sound is heard and the move menu again appears, to which i hit stand and wait on move and the next turn takes place...
i have noticed this many times, using different maps and in netgames....
If this happened many times (it did never happen to me) why don't you send me a save game (no netgame) where your titan is prone and his move mode is up. Then I can happily debug instead of hunting a bug I've never seen.cyavhn wrote: i have noticed this many times, using different maps and in netgames....
Than please give me a save game were I can evaluate the crash. I won't say that a bug is not possible but I never had this one in my 200+ games nor have other players told me about it. Therefore I have no clue on were to look as you seem to be the only one with this problem. I'm more than willing to help but I have to get something to work with.cyavhn wrote:that save game is right after the first stand-wait-move-crash...it is always successful the second time...
- Rebel Yell
- Posts: 541
- Joined: Sat Jun 21, 2003 7:00 pm
- Location: The Woodlands, TX USA
I've had this happen many times, but I believe that all of those were due to me accidentally clicking "call move" instead of the "wait on..." button. I've also ruined many scans this way by selecting "call attack" before looking to the right to see that I have 3 secs left on a 30 second scan.
It would be nice to have a warning pop-up when you select "call move/attack" if doing so will negate a previous command. Maybe the warning could also warn you that you are going to have to do a skill roll for negating a run. I wouldn't want it to warn me when I am negating a "wait on ????" where ???? is something like heat or recycle, just when the negated action is really an action where I'm loosing time or risking a skill check.
I'm currently dealing with this by trying to be more careful, and when I'm not careful I just chalk-it-up to "operator error".
It would be nice to have a warning pop-up when you select "call move/attack" if doing so will negate a previous command. Maybe the warning could also warn you that you are going to have to do a skill roll for negating a run. I wouldn't want it to warn me when I am negating a "wait on ????" where ???? is something like heat or recycle, just when the negated action is really an action where I'm loosing time or risking a skill check.
I'm currently dealing with this by trying to be more careful, and when I'm not careful I just chalk-it-up to "operator error".
Yes, it can be irritating.Rebel Yell wrote:Sometimes, bad things happen.
This morning, I had a pilot fail three consecutive 98% stand up rolls with a 99,99, and 100. Gotta love it, even when its irritating.
I'm curious about the code that produces the random values used when attacking. I'll use one of my titans as an example of what I seem to be seeing: 4 machine guns If I click on each one and fire them as quick as I can, one right after the other, they seem to miss more than if I wait 1 second before I click on each one.
Very possibly has nothing to do with it, just my superstition. But I do find myself doing it even for skill checks.
- Rebel Yell
- Posts: 541
- Joined: Sat Jun 21, 2003 7:00 pm
- Location: The Woodlands, TX USA
I have no doubt that the random # generator works just fine, but I find myself doing the same thing sometimes. I hover the mouse over the skill check and think "...wait for it, ...wait for it,....NOW!" followed by the appropriate response to the result. EitherAutoHost wrote:Yes, it can be irritating.
I'm curious about the code that produces the random values used when attacking. I'll use one of my titans as an example of what I seem to be seeing: 4 machine guns If I click on each one and fire them as quick as I can, one right after the other, they seem to miss more than if I wait 1 second before I click on each one.![]()
Very possibly has nothing to do with it, just my superstition. But I do find myself doing it even for skill checks.
I've Fallen and I Can't Get Up
This game has somewhat fulfilled my need for BattleTech WarGaming. I have gone thru 5 Units just trying to move around. I would have to perform a skill check for moving forward, ( Not realising that I was walking into quicksand. *1st unit*) So I fall down, Of course. Try to stand and must perform a skill check. No prob I say. Oh the Calamity. My pilot had to eject from damage taken from trying to stand. This can't be I cry. So I start another Unit, *2nd Unit* Only to fall down by clicking the wrong arrow...... Opps. Yet once again my Mech go BOOM. All from trying to stand. I would crouch first and sometimes make the skill check, Sometimes not......Mech Go Boom. OK I'm paraphrasing, A little damage here, A little damage there. As it adds up.....Mech Go Boom. So I learn not to hit that button. On with the next,*3rd Unit* So I throw most of my char's stat points into Dex - Rec - Inst. That should help me with my rookies......Yeah right. I take a little damage in the leg, make a skill check (which failed) As my Mech is now a prone target, He at least makes the enemy Mech an easier taget. I don't know who did more damage, My guy trying to stand or the other guy whacking him with an axe. Suffice it to say....I have now gone thru the SithLordsR'US, The Happy Galactic Empire, StarGate Sg-1, Omega Supremes, and Family Guy. Needed a name, It was on the tube....In a Pinch, You know.
OK enough ranting. I will figure this game out in time. I must if the universe must be saved......I've been WarGaming for many years now. I still remember having an apartment 20' x 40' with not 1 open surface top without hex paper taped down. Obviously I had no cats then. I find it so much easier to play a WarGame on the computer than having thousand of minitures everywhere. None the less, I know in my heart that this game will fulfill my need to WarGaming. If only I can learn to walk.......
OK enough ranting. I will figure this game out in time. I must if the universe must be saved......I've been WarGaming for many years now. I still remember having an apartment 20' x 40' with not 1 open surface top without hex paper taped down. Obviously I had no cats then. I find it so much easier to play a WarGame on the computer than having thousand of minitures everywhere. None the less, I know in my heart that this game will fulfill my need to WarGaming. If only I can learn to walk.......
Good, Bad, I'm the One with the Gun!
The popup would be a pain for players who know what they are doing. I'm thinking of color coding the button in case the call might break something different than wait.MahaROGa wrote: It would be nice to have a warning pop-up when you select "call move/attack" if doing so will negate a previous command. Maybe the warning could also warn you that you are going to have to do a skill roll for negating a run. I wouldn't want it to warn me when I am negating a "wait on ????" where ???? is something like heat or recycle, just when the negated action is really an action where I'm loosing time or risking a skill check.
